|
Hey I'm a mid level Diamond Terran and I have a good ghost rine build against protoss that ends games always under 14 minutes. However, I can't do this build forever as protoss's are getting better at detecting/reacting to this build. So I've been trying to take my build into more mech play opposed to bio (what I'm used to) and I just can't make it work.
I just need a general understanding of what to do with mech as T against P because right now I just seem like I get crushed with whatever I throw against P because I don't really know how to use it against P. I can make the units sure but the execution is what I am having trouble with. Any advice on how to approach mech against P would be great. Thanks.
Oh and I'm not posting replays because my problems are based around the understanding of the approach, not the game play itself :-)
|
In TvP, Terran is the reactive race while Protoss holds most of the cards. 3 gate robo, 4 gate, 2 gate voidray, etc, each one has a different response. Aggressive terran openings in my opinion are shut down a bit too easily, or can be completely annihilated by one void ray.
Opening marine/ghost was also a favorite of mine, but I no longer use it due to it's pretty bad transitioning, and can get demolished pretty easily by a well spread toss, + good force fields.
I am a 850ish terran player and find that opening 1-1-1 is pretty much the best way to get to the mid game. If I see only 2 gates, I assume hidden stargate. If I see 3 gate robo, I go for tank/bunker into expand(very very heavy on rines). If I see 4 gate I just bunker up while cloak banshee rushing. Best way to scout is a delayed reaper, if that fails its lucky scans or guesswork T_T
The midgame is pretty much where you want the game to end, since if it becomes a split map type of game, protoss will will be ridiculous to deal with. They can seriously go mass cannon/templar at expos, tech switch to void rays, completely dodge your army until your tanks are out of position, etc.
Honestly, I don't think mech works to well vs protoss, just because of the threat of a tech switch to mass void rays. Just stick to tank/marauder/marine/raven/ghost, positioning and microing in the engagements is the tough part due to collosus and storm. Microing a mid-late game terran army is NOT easy. You have to keep tanks in a good position, kite with marine/marauder, while dodging storms and collosus, throw down pdd, and emp with ghosts. Make sure you have at least 3 control groups for your units, and just micro the shit out of the big engagement since if you come out ahead you can just do a death march to his main.
Just like in BW, defensive play/expanding, into a strong push is probably what TvP will turn into in my opinion. Right now the maps are just flat out terrible so builds, etc, are very situational.
|
Don't go mech, add marauder medivac 1/1 take exp orbital bunker, take third planetary...gg. TvP is imbalance all game, but really imbalance at early mid late... On mid/late toss got a little chance.
Just my thnik...not general.
|
yea i find playing vs toss is so ridiculos i mean they can just open 2-3 gate robo w,e hold u off or just pick at ur army then out a no where ull zee like 5+ VRays pull up behind ur mineral line. VR serioulsly are an endgame unit no mater if u have the right counter. VRays are a cool unit on papaer but it just doesnt work out in game, nd theyre so heavily abused, this is why i try toend the game within the first 20 mins cuzz if they open early rays thats easy to counter.
|
Bio is still very powerful, even lategame. I'd recommend looking up some qxc tvp replays, particularly the 1rax FE build. Marines/ghosts alone are too easily hard countered and can't be relied on once high tech units come out.
|
im also a dimond player, i have trouble against toss, largely due to there many opernings as well. i dont like going pure mech, but bio mech works well in the midgame, with a focus on marrines, against zelto/templar i added in more helliens so i can stop myself from being put monovered while dealing pain to the light targets. But as above said, 1-1-1 seems to be the most stable at the moments, it allows u to react to what ever they are 'tossing' (nice pun^^) at you. Fast ravein can be so good, stoped obs scouting and auto turret in min line really holds the toss back while u exspo
|
On August 14 2010 18:45 FoUsTy wrote: Don't go mech, add marauder medivac 1/1 take exp orbital bunker, take third planetary...gg. TvP is imbalance all game, but really imbalance at early mid late... On mid/late toss got a little chance.
Just my thnik...not general. Can I just be the first to say, "What the fuck?"
|
Thanks for the advice, I don't agree at all that TvP is imba the entire game and the 'just do this this and this vP and gg' is accurate at all. I'm going to stick with mainly bio but I'll add the things I need from there but right now it looks like I'm just gonna practice practice practice, hopefully I can post some replays soon, thanks again everyone :-)
|
I think biomech like some people have said is the way to go. You're just a lot more mobile than full on mech but you still have the benefit of having tanks. I open with a fast tank; susceptible to agressive stalker play in the beginning, but tank pops out in time before too much damage. But you can open with rax play too and add tanks later. I only build a super early starport if I suspect void rays, otherwise I prefer to get an expansion up as soon as I know I can defend it (1 rax 1 fact expand, depending on map), and then add on more raxes for maurauders, a starport for medivacs/vikings and a ghost academy.
I would go more mech if I see a lot of zealots (or I know there are templar coming); I would add more factories for hellions. Harass with hellions/raven auto turrets.
(Diamond player 300-400 atm, just got into Diamond not long ago :D)
|
You can shut down a void ray tech by going 1 rax, 1 marine 2 marauder rush with snare upgrade. By the time you get to his base he will either have 2 stalkers and a zealot or 1 stalker and 2 zealots which you should easily be able to outmicro with marauder snare. He can still get void rays, but as soon as you send out your first push you build 2 more rax and pump marines. Completely nullifies his void ray advantage. This pretty much puts the ball in your court, and forces toss to play your game by going ground. Get a ghost or two. From here you can tech up to banshees or medivacs, I usually don't get tanks against toss. Don't forget about hellions, they are often overlooked and are one of your greatest assets against a protoss player, his zealots will annihilate your ground without them. Plus they're just annoying.
TvP is a very tough match-up, T really has to stay on the ball with micro and keep a close eye on the field to see what units are coming out. Toss has a lot of avenues they can go against T and it's GG if you get caught with your pants down.
(Rank 16 Diamond)
|
Yeah I feel that I need ghost against P period no matter what I go because who doesn't love to EMP a huge group of HTs/DTs or anything with a shield :-P, but yeah I agree with you Setz I'm not real big on tanks vs toss just because I don't think they pack really a much needed punch that you get out of vT or vZ so with that being said I think more bio with some maybe banshee/medi support and ghost is the way to go as long as those emps go off on the right things at the right time I see the build being good, now off to the build order tester!
|
On August 15 2010 05:28 Treva wrote: Yeah I feel that I need ghost against P period no matter what I go because who doesn't love to EMP a huge group of HTs/DTs or anything with a shield :-P, but yeah I agree with you Setz I'm not real big on tanks vs toss just because I don't think they pack really a much needed punch that you get out of vT or vZ so with that being said I think more bio with some maybe banshee/medi support and ghost is the way to go as long as those emps go off on the right things at the right time I see the build being good, now off to the build order tester!
Tanks aren't mobile, but I feel they are still pretty good against toss. There have been so many times when players just run into sieged tanks, and I murder them w/o even microing, only pressing T to stim my infantry. If there are a lot of immortals, just 2-3 EMPs, and they get owned from the tanks. I don't mass tanks, but just get a critical number. Plus it'll be harder to storm my bio units if put them behind tanks. And tanks are decent against colossus coupled with a few vikings. The splash will get the colossus AND any unit under it. I can still be agreesive with drops if I need to since I'm going biomech.
I guess it's really a preference thing too.
|
I feel like the two options for terran early game is my greatest hardship. In my experience there really is only two things that work, either the BratOK build which will keep you safe to all of the early game protoss shenanigans. Or a 1-1-1 build into expand.
But as for midgame I feel that the 1-1-1 is so fragile to early pushes, robo timing push and voidrays that I just end up dying right off the bat, and the BratOK build feels so all-in that I either kill the protoss with the first push or I fail and have nothing to defend my expo with.
|
On August 14 2010 18:18 superbabosheki wrote: In TvP, Terran is the reactive race while Protoss holds most of the cards.
Im pretty sure its the other way around, Gateway units fail vs barracks and factory units so the protoss has to tech up for upgrades and higher tier units depending on what the terran is making.
EDIT: Now that i think about it, playing 1-1-1 could be reactionary. but 3 Rax builds always make terran the aggressor, and that is pretty much standard play on the ladder from what i have seen.
|
On August 14 2010 18:18 superbabosheki wrote: In TvP, Terran is the reactive race while Protoss holds most of the cards. 3 gate robo, 4 gate, 2 gate voidray, etc, each one has a different response. Aggressive terran openings in my opinion are shut down a bit too easily, or can be completely annihilated by one void ray.
Opening marine/ghost was also a favorite of mine, but I no longer use it due to it's pretty bad transitioning, and can get demolished pretty easily by a well spread toss, + good force fields.
I am a 850ish terran player and find that opening 1-1-1 is pretty much the best way to get to the mid game. If I see only 2 gates, I assume hidden stargate. If I see 3 gate robo, I go for tank/bunker into expand(very very heavy on rines). If I see 4 gate I just bunker up while cloak banshee rushing. Best way to scout is a delayed reaper, if that fails its lucky scans or guesswork T_T
The midgame is pretty much where you want the game to end, since if it becomes a split map type of game, protoss will will be ridiculous to deal with. They can seriously go mass cannon/templar at expos, tech switch to void rays, completely dodge your army until your tanks are out of position, etc.
Honestly, I don't think mech works to well vs protoss, just because of the threat of a tech switch to mass void rays. Just stick to tank/marauder/marine/raven/ghost, positioning and microing in the engagements is the tough part due to collosus and storm. Microing a mid-late game terran army is NOT easy. You have to keep tanks in a good position, kite with marine/marauder, while dodging storms and collosus, throw down pdd, and emp with ghosts. Make sure you have at least 3 control groups for your units, and just micro the shit out of the big engagement since if you come out ahead you can just do a death march to his main.
Just like in BW, defensive play/expanding, into a strong push is probably what TvP will turn into in my opinion. Right now the maps are just flat out terrible so builds, etc, are very situational. I'm curious, what do you do on maps with backdoors. Do you still go 1/1/1 or do you somehow adjust.
|
On August 15 2010 08:05 kme wrote:Show nested quote +On August 14 2010 18:18 superbabosheki wrote: In TvP, Terran is the reactive race while Protoss holds most of the cards. 3 gate robo, 4 gate, 2 gate voidray, etc, each one has a different response. Aggressive terran openings in my opinion are shut down a bit too easily, or can be completely annihilated by one void ray.
Opening marine/ghost was also a favorite of mine, but I no longer use it due to it's pretty bad transitioning, and can get demolished pretty easily by a well spread toss, + good force fields.
I am a 850ish terran player and find that opening 1-1-1 is pretty much the best way to get to the mid game. If I see only 2 gates, I assume hidden stargate. If I see 3 gate robo, I go for tank/bunker into expand(very very heavy on rines). If I see 4 gate I just bunker up while cloak banshee rushing. Best way to scout is a delayed reaper, if that fails its lucky scans or guesswork T_T
The midgame is pretty much where you want the game to end, since if it becomes a split map type of game, protoss will will be ridiculous to deal with. They can seriously go mass cannon/templar at expos, tech switch to void rays, completely dodge your army until your tanks are out of position, etc.
Honestly, I don't think mech works to well vs protoss, just because of the threat of a tech switch to mass void rays. Just stick to tank/marauder/marine/raven/ghost, positioning and microing in the engagements is the tough part due to collosus and storm. Microing a mid-late game terran army is NOT easy. You have to keep tanks in a good position, kite with marine/marauder, while dodging storms and collosus, throw down pdd, and emp with ghosts. Make sure you have at least 3 control groups for your units, and just micro the shit out of the big engagement since if you come out ahead you can just do a death march to his main.
Just like in BW, defensive play/expanding, into a strong push is probably what TvP will turn into in my opinion. Right now the maps are just flat out terrible so builds, etc, are very situational. I'm curious, what do you do on maps with backdoors. Do you still go 1/1/1 or do you somehow adjust.
Honestly I have blistering and kulas crossed off, just because of backdoors are completely imbalanced in TvP imo. But if you want a build that will win you a lot of games, use a more technical cheese xD. 1 rax, tech lab right away, reaper to kill/deny scout(send it to watchtower after killing initial probe). Then throw down 3 more raxes, cut scv production, research stim right away while pumping 1 marauder and 3 rines per cycle. You can push out with 2-3 marauders, 3 rines, 1 reaper, 4-5 scvs, and constantly reinforce. This build had a surprisingly high winrate on Kulas before I crossed it off my map list.
Other than that you can just do a 1-1-1 and be very proactive at scouting, on Kulas especially blink stalkers into dark templar can be a pain, on blistering a 5 gate all-in is way too powerful so I don't know what to do there, even if you put a lottt of bunkers, toss can just expand freely while you still have to protect two entrances.
|
P is a really hard matchup for T, as someone said P dictates which direction the game will go. not sure what fousty is on about.
Mech has really been ruined in sc 2, and terran is forced go bio, which the toss destroys with storm now very easily. i would never have guessed they would make storm even more powerful than in the first game, but they have. since units now clump together so well, the storm covers alot more units. and since terran cant really go mech because of the void ray threat, terran has to go bio. its a hard matchup and we have to either hope for storm to get nerfed, or hope for thor's food cost to be cut in half or something like that, because @ the moment P is very overpowered.
I am thinking about going back to sc 1, atleast in the first one you can go mech in TvP. here its not viable because if you go mech, they will always go void ray into big air and you cant counter it with tanks or thors obviously.
|
hm.. as a 600+ diamond protoss player i find that the most effective terrans keep their armies on the move when fighting... it's not really a matter of "which build is the most standard" because I think most terran/protoss players know the general timing of certain builds, and will react accordingly as their experience accumulates. In fact, I believe memorizing builds is the easiest part.
Again, there's still a large skill gradient to be mastered in terms of TvP execution, rather than general discussion about build-orders or "hard-counters". It's a matter of even attempting difficult micro execution during battle and exploiting the specifics of every map at the most opportune time (knowing when to cliff someone with a tank on LT, as a simple example). Some other crude examples include but are not limited to: on wide open areas, the terran army should be constantly split and re-arranged into maximum concave, click-drag small groups of marauders so that you don't "over-shoot"...etc. These are the finer things that make or break a TvP match-up, imo.
To begin, find a good practice partner to sharpen your sense and skills without too much pressure =)
|
Fousty is most definitely trolling.
I don't think i've ever won TvP after it reaches mid-game unless the P over-expands or doesn't macro enough. Mid-game onwards, it's all about sniping collosus/templars before the fight starts.. Sniping collosus is easy, but templars require a bit more precision and i'm horrible at that.
Last resort is flanking them!!
|
On August 15 2010 15:45 LaiShin wrote: Fousty is most definitely trolling.
I don't think i've ever won TvP after it reaches mid-game unless the P over-expands or doesn't macro enough. Mid-game onwards, it's all about sniping collosus/templars before the fight starts.. Sniping collosus is easy, but templars require a bit more precision and i'm horrible at that.
Last resort is flanking them!!
Skill level? Toss shines in late game, due to how fast they can rebuild an army, tech switch to void rays, defend expos with storm/cannon, still have walking death stars, have map hack units, flank/avoid a terran ball and waiting for it to get out of position, etc.
It is so hard for Terran to take out expos because of the risk of getting backstabbed(which is in the tosses favor, he can take out your bases for almost no cost while he warps in templar and stays cost effective vs your main army).
edit: terran flank? wtf lol
|
Terran has all the opportunity in the world to end the game early and harass the protoss while getting ahead in economy. Problem is if you can't kill toss until HT/Colossus you'll lose if you don't have the micro do dodge storms or snipe colossus
|
I find the key to beating toss is to slow their economy. So reapers (not my favorite because it limits you early game) or hellions work best. early mid-game I'll send a medivac with 4 hellions inside to harass protoss economy. If you work your micro well enough you can kill tons of scvs and get away. The longer you can keep toss out of the late mid/end game the easier time you will have. I also find adding the hellions to a bio build is pretty easy. You should have medivacs anyway and hellions dont require upgrades or gas.
|
I have no idea what some people here are talking about, in TvP the protoss DEFINITELY dictates how the game will be played. there are just so many more options open. the toss can go standard ground, DT's, void rays, etc etc. And each of the protoss strats needs a precise counter or its instantly game over. Don't even get me started on late game. I don't think I've won a single game against protoss which lasted over 20 mins.
|
On August 15 2010 16:23 gogog0 wrote: I have no idea what some people here are talking about, in TvP the protoss DEFINITELY dictates how the game will be played. there are just so many more options open. the toss can go standard ground, DT's, void rays, etc etc. And each of the protoss strats needs a precise counter or its instantly game over. Don't even get me started on late game. I don't think I've won a single game against protoss which lasted over 20 mins.
Yeah lategame in my opinion seems impossible for me, protoss can build two completely different types of armies in a matter of 2 minutes. Not to mention late game void rays are freaking impossible to deal with since they snipe expos, and are great units when massed. GL getting vikings in reponse, all your expos and your entire army will be dead by then.
|
|
I think the biggest problem for me so far is transitioning out of 3 rax into fact/port and deciding on when to actually use a more heavy marauder army. Also, I find that the 1/1/1 build is too suspectible to early aggression where it really allows the protoss to freely expand where it is then up to terran to play the catch up game. The only problem with 3 rax is when to actually incorporate ghosts into the build or start to go marauders since during that time you gotta be careful from a protoss push with some really strong sentry/zealot/stalker combo which just steamrolls the bio build if your not careful with your micro or your bio ball is just plain small if toss goes 4 gate all in.
Whats the best way to approach a bio build vs protoss? It seems to me its quite hard to go 1/1/1 since it makes it seem like a waste of resources and your probably better off going 3 rax unless your prioritzing medivacs? If i want the more bio orientated army ASAP, should going 3 rax or the Brat_OK build be better vs protoss early-mid game before the late game starts to kick in where its pretty much a game of who has the better micro (EMP cloaked ghost vs feedback, storm, and collossus)?
|
Re: superbabo Here a few pieces of theorycraft I have:
1) Don't overdo siege. If you are doing 111, you only enough to push and hold your 2nd and 3rd expansions, and maybe if they are close, the critical points between you and him (close location LT). Otherwise, siege is completely unreliable in attack scenarios, you will never be able to reliably bring siege with you attacking cross map positions/expos.
2) Instead, I think preigniter hellion vP is a bit underrated mid game. Use them like lurker in your infantry line, so when the chargelots come in, they just get burned quickly. Otherwise, zeal tank way too much damage (and you probably shouldn't be dumping into marine after templar are out).
3) My idea for dealing with mass void ray mid game is EMP + HSM. HSM is utter trash in almost every scenario, except for air units, which tend to clump a lot. It's also bad vs muta since they fly so fast, but VR and corruptor are slower.
Viking/marine straight up is absolutely terrible against VR because after charge, VR eats up everything, not to mention that there will be a big HP ground army to cut through too.
|
I tried your strategy and it worked brilliantly!
Thank you, sir!
ps: I made this account especially to thank you, that's how happy I am :D
|
I'm not the most experienced player... Ok so I'm still very green but I may have a solution to endgame TvP. Basically when I first started playing I would tech Siege Tanks, guard my front/rear door, and the Wall myself in with Missile turrets and I mean a near solid wall. This takes care of those nasty VRs. Next I would build a handful of Thors to serve as guard dogs. The next step is pretty bland. Set up 4 Rax with reactors and pump out marines. About 80+ should do. Build about 10 Medivacs and 2 Ravens to accompany your army and you should be ready to kill everything. Just stim your army prior to encounters, let them heal and repeat. I also Estimated an average of 35min per game with this strategy.
Now I understand the severe investment in Turrets will weaken you mid game so speed is essential. Once the enemy notices your rapidly growing wall of anti-air hes probably going to sneak a few VRs through a weak spot and grind you from the back. Now Im not asking for a critique of my own build as I have already adapted new strategies but the point is...
Nothing and I mean nothing the protoss has can stand up to 80+ Stimmed marines backed by Medivacs AFAIK. If you find yourself losing to Protoss mid-game and have the resources, wall off and just start building Marines and Medivacs until you die.
|
On August 16 2010 03:46 S.K. Ren wrote: Nothing and I mean nothing the protoss has can stand up to 80+ Stimmed marines backed by Medivacs AFAIK. If you find yourself losing to Protoss mid-game and have the resources, wall off and just start building Marines and Medivacs until you die. What the hell? Storm and Collosus will eat that alive.
A turret wall? really? How many expansions do you plan to do this at?
|
Again thanks for the help everyone and Setz I looked at your replays and liked your strat and will definitely play around with it. Again, I don't mind making a bio heavy army it's just 3 well placed storms can kill an 80 food bio army in seconds so I am trying to get more mech into it. Tonight I'll try some builds on the ladder and hopefully upload some replays on here so you all can take a look at them. Again, thanks a lot everyone.
|
On August 16 2010 03:46 S.K. Ren wrote: Nothing and I mean nothing the protoss has can stand up to 80+ Stimmed marines backed by Medivacs AFAIK.
I know you said you weren't the most experienced player, but you shouldn't make such bold statements, especially if they're not terribly correct. Instead of making such a bold claim and then adding the disclaimer "AFAIK" at the end, you should just make a less definitive statement.
|
On August 15 2010 15:54 superbabosheki wrote:Show nested quote +On August 15 2010 15:45 LaiShin wrote: Fousty is most definitely trolling.
I don't think i've ever won TvP after it reaches mid-game unless the P over-expands or doesn't macro enough. Mid-game onwards, it's all about sniping collosus/templars before the fight starts.. Sniping collosus is easy, but templars require a bit more precision and i'm horrible at that.
Last resort is flanking them!! Skill level? Toss shines in late game, due to how fast they can rebuild an army, tech switch to void rays, defend expos with storm/cannon, still have walking death stars, have map hack units, flank/avoid a terran ball and waiting for it to get out of position, etc. It is so hard for Terran to take out expos because of the risk of getting backstabbed(which is in the tosses favor, he can take out your bases for almost no cost while he warps in templar and stays cost effective vs your main army). edit: terran flank? wtf lol
Definitely valid points. I feel the pain. Anything past the 20th min mark feels like an uphill battle.
I'm mid-diamond btw.
Few builds that I use to go for the early win:
1) rine/ghost (Brat_ok's)
This only works flawlessly if Toss went immortals. For that to happen, show them a few early marauders. And pray that they went immortals.
2) Banshee + marine/marauders
I have no idea why this works.
3) Reactor rax followed by proxy tech rax
Less cheesy than early reapers, but still cheesy as hell. I feel bad whenever I win with this, which is every time. Doesn't work on 4 player cross position map. Unless both are proxied maybe.
|
As a toss, i have never lost a single pvt after getting carriers/yo mommaship. I'd recommend scouting up the wazoo for this because in my last game, my opponent completely scouted around my armies and assumed it was safe to use his 10 or so battlecruisers. they ended up getting vortexed, void rayed and stampeded on by 1 mothership, 4-5 carriers, and 7-8 void rays. I then demolished his base and sent my 40 or so zealots to knock on his front door and offer him cookies. it was a very easy GG.
The moral of the story is to end it by midgame. If you don't, you better have some damn strong scouting/ anti air.
BTW i'm in the gold league so I just assume everyone is completely incapable of not cheesing.
|
In my humble opinion TvP is much more micro focused mid game then anything else.
I try to skirmish non-stop. MMM's are the fastest army around at the moment. You have to take advantage of that mobility, and constantly try to engage in fights that you have the advantage in. So if I see HT, it's stim, in and straight out, so only one tick hits my army. colossi, it's about sniping them with my vikings before they can get to my mass, if it's immortals, it's about kiting his zealots so his ranged units can't continuously fire, whilst his zealots tank.
TvP to me is simply a continuous game of hit and run, trying to wear them down.
P.S Throw in ghosts for sexy results!
|
1/1/1 Build my friend can still easily end the game under 15 minutes while also offering a great transition into late game. My late game army usually end sup being MMM with Ghost/tank/left over banshees/raven. Very strong army. I also add vikings if the collsi start getting one too many. TvP is my best MU now. In the last two days im 8-0. However, I do suggest doing a MMM ball build on steppes of war instead of 1/1/1 I just find that build still superior cuz theres too much open area for tanks.
|
On August 16 2010 13:55 XXXSmOke wrote: However, I do suggest doing a MMM ball build on steppes of war instead of 1/1/1 I just find that build still superior cuz theres too much open area for tanks.
i find mech to be much stronger especially since you can siege his natural from low ground without having to deal with the double ramp forcefields as bio.
|
Yeah on steps a marine tank composition to take your expo fast or contain his is really strong, esp with viking support for scouting/collosus/air.
I think the key to TvP is just continuous medivac harassment while macroing an army, similar to how tvp was in brood war(vulture harass while macroing).
|
On August 16 2010 13:07 goobahman wrote: In my humble opinion TvP is much more micro focused mid game then anything else.
this.
Also, what's HSM? Is that a new acronym?
|
|
I think the problem with TvP 'midgame' (and it's not as pronounced as with Zerg, but its origins are the same) - is the early game.
A 111 Terran build, imo doesn't cut it, because any protoss opener *has* to include super fast stalkers. A 111 will put the Terran behind with any kind of early stalker harass, even if the Terran pops up a bunker.
However the threat of early reapers and the ridiculous strength of a 3 rax bio build,with/without ghosts, forces the protoss to gear up a certain way and they cannot expand until they hold off the bio push. Now any 400+ diamond protoss has to have learned how to hold the first push, but it's such an effort to do, and it gives the terran the opportunity to expand first and get an economic lead. 3 rax isn't an instawin (although, at low diamond and below it usually is) but it forces the game to a certain way. And it's impossible to force it to go any other way AND survive the opening push.
Now void rays can help, there's a small window just after you've held the 3 rax push where you can go on the offensive. But the typical followup to the 3 rax is to hold with marines, and then pump out 3-4 vikings. The flying siegetank then shuts the window and the Terran is ahead in macro and from there has initiative a solid defense and an economic lead.
So it comes down to a battle for expos, and trying to find a chink in the terran turtle. While being vigilant you don't take a massive hit from a drop yourself.
Sadly attacking a biomech turtling terran is a bit like Russian roulette, where the Terran gun only has one bullet, but yours has 5.
Protoss can't just sit back and defend because if 5-6 tanks rock up out the front it's already gg. You have to engage Terran in the open and on the move.
|
On August 14 2010 18:00 Treva wrote:I just need a general understanding of what to do with mech as T against P because right now I just seem like I get crushed with whatever I throw against P because I don't really know how to use it against P. I can make the units sure but the execution is what I am having trouble with. Any advice on how to approach mech against P would be great. Thanks.
Correct me if I'm wrong but mech play to me is about either contain or defend, to buy time.
Are you expanding before your push? Are you pushing w/ factory/starport down?
If you are pushing out w/ just 3rax then your transition is bunker up while you get out siege tanks into an expo.
If you are pushing out with factory/starport and you don't lose everything on your push, or don't crack him, then siege up outside his main/natural and either get up expo if he isn't tech switching or react to his tech switch from scouting.
|
On August 16 2010 18:03 kar1181 wrote: I think the problem with TvP 'midgame' (and it's not as pronounced as with Zerg, but its origins are the same) - is the early game.
A 111 Terran build, imo doesn't cut it, because any protoss opener *has* to include super fast stalkers. A 111 will put the Terran behind with any kind of early stalker harass, even if the Terran pops up a bunker.
However the threat of early reapers and the ridiculous strength of a 3 rax bio build,with/without ghosts, forces the protoss to gear up a certain way and they cannot expand until they hold off the bio push. Now any 400+ diamond protoss has to have learned how to hold the first push, but it's such an effort to do, and it gives the terran the opportunity to expand first and get an economic lead. 3 rax isn't an instawin (although, at low diamond and below it usually is) but it forces the game to a certain way. And it's impossible to force it to go any other way AND survive the opening push.
Now void rays can help, there's a small window just after you've held the 3 rax push where you can go on the offensive. But the typical followup to the 3 rax is to hold with marines, and then pump out 3-4 vikings. The flying siegetank then shuts the window and the Terran is ahead in macro and from there has initiative a solid defense and an economic lead.
So it comes down to a battle for expos, and trying to find a chink in the terran turtle. While being vigilant you don't take a massive hit from a drop yourself.
Sadly attacking a biomech turtling terran is a bit like Russian roulette, where the Terran gun only has one bullet, but yours has 5.
Protoss can't just sit back and defend because if 5-6 tanks rock up out the front it's already gg. You have to engage Terran in the open and on the move.
111 w a bunker and 2 supply depot wall off stops any stalker harass w repair. I have easily stopped all types of early stalker harass, espcially since im getting my first tank fast as well. It works best when the P does this as well because he gets too many stalks early on so when I do my tier 2 push my PDD ends up GGing him. At the same time any stargate build is also an auto loss as I can get a fast cloaked banshee. I still belive that the 1/1/1 is the most solid build vs Toss at this stage in the game. It has an amazing tier 2 push and is very flexible at transistioning into TvP late game.
|
|
|
|